For those listening in, I thought I'd post a few tips on using mip_binaryproxy in Maya.
General concepts1) The shader is used both to write the proxy file, and read it. So use the write switch to write it, and the turn it off to read it.
2) The geometry input takes in an instance, which is the same thing as the transform node in Maya. This instance must be known by mental ray before running the mip_binaryproxy geometry shader. So make sure to create the object/instance used for the geometry shader after the object/instance which you are trying to write to a binary proxy file.
3) The shader itself is hidden. So either you must expose it in the mentalrayCustomNodeClass.mel script, or you can create it explicitly with a mel createNode command.
Step-by-step for a single, non-deforming object
1) Create the object which you want to turn into a proxy. Note the name of its transform node. For example, pSphere1 is the transform node name of the first poly sphere one might make.
2) After that is made, create for example a cube to which we will attach the geometry shader. The geometry shader will attach to the instance, eg, pCube1.
3) Create the shader in the Hypershade if you've unhidden it, or by mel if not, eg
createNode "mip_binaryproxy";
Note that actual name of this instance of the geometry shader which it returns, such as "mip_binaryproxy1"
4) Attach this shader to the cube instance/transform node. Look in the mental ray tab of its AE, enable the geometry shader, and either drag it into the slot from the Hypershade, or type in the name you noted. This should now enable you to click the box to the right of the slot in order to see the AE for this shader.
5) In the AE for your mip_binaryproxy shader, specify a pathname for writing it. The name extension is not relevant, but I have seen Zap recommend using .mib (for mi binary) as a convention we might adopt as a user community.
6) Then, check the box for writing the file.
7) Now, render, strictly for the purpose of writing the proxy to the file. You will see your original object/instance, but not see any rendered object in the cube location. If you do, make sure you are using the mental ray renderer. (We've made this mistake multiple times when trying to do this from scratch.

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Now, check to see that there is indeed a file written where you specified it. You may also want to check its size.
9) If it is there, uncheck the box for writing the proxy.
10) Render and now you should see the proxy now wherever you place the cube.
More information on the flags control a bit later. Hint: This proxy file can be used either as a placeholder or an assembly.